Reality Engine map format

The map format used by the Reality Engine to implement the Super Nintendo version of Doom is custom and is created by running a converter program on a vanilla Doom map, implemented as a assembly program for the  system. The primary source code file for this conversion routine can be found in the DOOM-FX GitHub repository and is named ripdoom3.asm. Certain preparations must be made to the map beforehand, such as removing two-sided linedefs with middle textures and (optionally) replacing them with solid blocking geometry, as the Reality Engine does not support such. Other elements, such as unsupported thing types, are filtered out or remapped dynamically by the converter tool. The results of the tool are stored in 15 separate files, which are linked into the ROM directly as data and addressed using various disparate lookup tables.

This format documentation is not yet complete.

OBJECTS
Objects are a variable-length record. The angle field is only present for "angular" object types, which includes player starts, deathmatch starts, and teleport destinations.

Object types
The following are valid values for the field. Note that multiple Doom thing types can be converted into the same object type, as fewer types are supported in the Reality Engine.

VERTEXES
The RL vertex format is the same as the vanilla Doom vertex format.